public void init(PS_PlayerButtonLayout layout) // Width noch mitgeben { if (layout.buttons.Count <= 0) { firstButton = transform; lastButton = transform; layout.addPlayerButton.enableButton(); return; } scale = Camera.main.orthographicSize / 5; dampingDistance = scale * 3.0f; float topButtonPos = layout.buttons[0].transform.localPosition.y + (layout.buttonHeightInUnits * 0.5f); float bottomButtonPos = layout.buttons[layout.buttons.Count - 1].transform.localPosition.y - (layout.buttonHeightInUnits * 0.5f); if (bottomButtonPos > Camera.main.transform.position.y - Camera.main.orthographicSize + layout.rectBottomInUnits) { bottomButtonPos = Camera.main.transform.position.y - Camera.main.orthographicSize + layout.rectBottomInUnits; } float width = Camera.main.orthographicSize * 2.0f * Camera.main.aspect * layout.buttonWidthInPercent; boxCollider = GetComponent <BoxCollider2D> (); // Größe des Box Colliders initialisieren. boxCollider.size = new Vector2(width, topButtonPos - bottomButtonPos); boxCollider.offset = new Vector2(0, Mathf.Lerp(topButtonPos, bottomButtonPos, 0.5f)); // Extrema des Scrollrects initialisieren. maxPosY = (Camera.main.transform.position.y + Camera.main.orthographicSize) - layout.rectTopInUnits - (layout.buttonHeightInUnits * 0.5f); minPosY = (Camera.main.transform.position.y - Camera.main.orthographicSize) + layout.rectBottomInUnits + (layout.buttonHeightInUnits * 0.5f); firstButton = layout.buttons [0].transform; lastButton = layout.buttons[layout.buttons.Count - 1].transform; if (lastButton.position.y > minPosY) { minPosY = lastButton.position.y; } canMove = true; }
public void init(PS_PlayerButtonLayout _layout, int _buttonID) { layout = _layout; buttonID = _buttonID; }
// Use this for initialization public void init(PS_PlayerButtonLayout _layout, PS_PlayerButton _playerButton, PS_PlayButtonInfo _playButtonInfo) { layout = _layout; playerButton = _playerButton; playButtonInfo = _playButtonInfo; }